Loop Drifter by Lvl3Mage
A game about drifting around loop races in the smallest time possible. The theme fits because in the game you repeatedly go around a loop race to master it and eventually get the best score.
The game presents 10 levels for you to complete and share your score.
The Game is controlled with the arrow or WASD keys
| Youtube | https://lvl3mage.itch.io/loop-drifter |
| Youtube | https://lvl3mage.itch.io/loop-drifter |
| Original URL | https://ldjam.com/events/ludum-dare/47/loop-drifter |
Ratings
| Overall | 850th | 3.457⭐ | 25🧑⚖️ |
| Fun | 765th | 3.37⭐ | 25🧑⚖️ |
| Innovation | 1602th | 2.326⭐ | 25🧑⚖️ |
| Theme | 1203th | 3.196⭐ | 25🧑⚖️ |
| Graphics | 990th | 3.348⭐ | 25🧑⚖️ |
| Audio | 977th | 2.75⭐ | 24🧑⚖️ |
| Mood | 1329th | 2.81⭐ | 23🧑⚖️ |
| Given | 6🗳️ | 10🗨️ |
It did and I was able to play!
It was a lot of fun to play! It was a little punishing at times but at other times you made a perfect turn and it felt fantastic! At times it felt easier to just go backwards through the course since you don't drift out that way but it was fun! When I finished what I think is the last level and hit continue it seemed to error though? Nice work.
Downside though, I feel like it does not really fit the theme... The races are technically loops, but you are not stuck in it...
But there is one thing that hurt while I was trying to learn the groove: the ultra-high friction between the wall and the car is SOOOOO punishing. If I brush the wall with a front corner of my car, instead of a little bounce-off jolt, instead that point sticks hard to the wall and jerks my car around 90 degrees so I'm facing directly into the wall. Bumping walls should cost me time, but I was feeling like I could have had a lot more fun if they were a bit more forgiving by having less friction and more bounce.
That one complaint aside, it's a very nice game: great drift controls, tight gameplay-focused structure, a very clean nice-looking presentation, and strong audio. Nice work!
About the question you asked:
First of all the car has different friction on different sides so Unity Rigidbody 2D friction is going out the window. I decided to create my own friction for the car. It took in the local car velocity on the x and y axis and subtracted a value from them proportional to the axis velocity.
After that I did the forward and backward motion. That one was pretty simple. I just accelerated the car by some number. It wouldn't accelerate forever as the number was constant and the friction grew in proportion to the velocity. This way the car would slowly stop accelerating when coming close to some speed(just like in real life). I just messed with the acceleration until it looked right.
The next thing was turning. What I decided to do was define a maximum angular velocity which would scale with your velocity. Of course it couldn't just scale with the velocity magnitude. That would let the car turn while moving sideways. What I ended up doing is multiplying the local speed vector by two variables. One would control how fast the car would turn depending on how fast it is travelling on the local x-axis and the other to do the same for the y-axis. I would then get the magnitude of that vector and use that to scale the maximum angular velocity.
Then to reach that maximum velocity I simply accelerated towards it using an acceleration variable which would scale using the same magnitude I used to scale the maximum velocity.
For the friction on the angular velocity I used the unity standard Rigidbody 2D angular friction.
Anyway, not the most elegant solution but it works. I've noticed some issues like how the sideways velocity should slowly transition into forward velocity if you're at an angle. Will implement that into the friction when I have time.
Anyways, thanks for the feedback!
Those tyre tracks were some great polish. Would've loved some music to really nail the mood.
Fantastic entry!